362 views17 hrs ago
Commander
Size: 100Est cost: $207.90Salt sum: 26.76
JollyBalloonEnjoyer
362 views17 hrs ago
Commander
Size: 100Est cost: $207.90Salt sum: 26.76
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{"ops":[{"attributes":{"bold":true},"insert":"Primer: The Jolly Balloon Man's Modular Menace"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"1. Introduction"},{"attributes":{"header":3},"insert":"\n"},{"insert":" "},{"attributes":{"bold":true},"insert":"Why Play This Deck?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You love scaling value engines and ETB effects."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You enjoy sneaky combat tricks and counter manipulation."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You want to turn tiny 1/1 balloons into massive, terrifying artifact threats."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You enjoy outramping the dumb green players every 10th game because no one ever removed your sad robot. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Power Level & Meta:"},{"insert":" You will feel comfortable in Bracket 2 - no infinite combos, and just (somewhat) honest combat will win you the game by turn 6 or 7. If you draw really lucky and your opponents underestimate your janky modular balloons, you might sneak a win here and there in bracket 3 aswell as we have quite versatile and recurrable removal aswell."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"2. The Core Engine "},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Modular Exploit:"},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Usually, decks helmed by the "},{"insert":{"card-link":"The Jolly Balloon Man"}},{"insert":" use ETB values for card draw or ramp as we do, but use the 1/1 balloons for burn. Our main gameplan is to find 2-4 modular creatures and make them stick on the board, because every balloon copy of the modular creature also enters with the additional +1/+1 counters. "},{"insert":{"card-link":"Arcbound Shikari"}},{"insert":" for example will net you a 3/3 flying first-strike balloon with haste, and as you have to sacrifice it in the endstep or when it dies in combat, we grow our orignal creature on the ground. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"ETB Value Town:"},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Since our commander can only copy creatures, most card draw and removal will remain creature-based. While the Card draw package usually only replaces itself and puts a blocker on the board, copying it once nets you one card (which can be repeated each turn, if necessary) and can lead to huge turns when you pull everything from the graveyard at once. For Protection, I chose flicker effects which seems counter (pun intended) intuitive to the +1/+1-Strategy, but the tokens would die anyways and the original creatures will re-enter with their respective counters and build back up fairly quickly. But the key part is that any value-ETB such as "},{"insert":{"card-link":"Solemn Simulacrum"}},{"insert":" or "},{"insert":{"card-link":"Duergar Hedge-Mage"}},{"insert":" will retrigger and allow additional value. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"3. Card Categories & Synergies"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Modular Package:"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Aside from just normal synergy with +1/+1 counters, the modular creatures work especially well with the duskmourn allstar "},{"insert":{"card-link":"Giggling Skitterspike"}},{"insert":" . This indestructable creature burns each opponent by its powervalue when it attacks (which we only do if we can kill everyone), blocks (which it usually will do) or is targetet by a spell (which we could trigger with a lot of our protection suite). Note that our commander can't trigger this on his copy effect, but if we stack our counters on it since modular says "},{"attributes":{"italic":true},"insert":"any"},{"insert":" Artifact Creature, we basically set a timer for our opponents. In addition we run a few sac-outlets such as "},{"insert":{"card-link":"Arcbound Ravager"}},{"insert":" "},{"insert":{"card-link":"Zabaz, the Glimmerwasp"}},{"insert":" or "},{"insert":{"card-link":"Goblin Engineer"}},{"insert":" which gives us the possibility of combat tricks, if we get through with one creature and others become blocked. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"ETB Engines:"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Pure ETB Engines are pretty much your standard budget package: "},{"insert":{"card-link":"Spirited Companion"}},{"insert":" , "},{"insert":{"card-link":"Wall of Omens"}},{"insert":" or "},{"insert":{"card-link":"Inspiring Overseer"}},{"insert":" draw a card on ETB and just replace itself. The value only starts once you copy it or recurr it from the graveyard (which we can do). "},{"insert":{"card-link":"Solemn Simulacrum"}},{"insert":" is especially nice to copy, since it ramps us on ETB and draws a card when we sacrifice the token copy on End-Step. Something similar but much more dirty happens with "},{"insert":{"card-link":"Ao, the Dawn Sky"}},{"insert":". Since the Token Copy will immediatly die to the legendary rule, we can use this effect over and over to either cheat more ETB-Value creatures on the board, or buff our modular engine to the max. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Copying & Doubling:"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The Deck runs a few ways to double down on the balloons. "},{"insert":{"card-link":"Ertha Jo, Frontier Mentor"}},{"insert":" will simply copy the activated ability, but won't do much without our commander. "},{"insert":{"card-link":"Panharmonicon"}},{"insert":" will double the ETB effects and will mostly net us card draw or ramp, since the modular effect doesn't count as ETB. "},{"insert":{"card-link":"Renewed Solidarity"}},{"insert":" technically doubles down on ETBs and Tokens, but only in our End Step. Put the Sacrifice-Trigger on the Stack first, then the additional token creation, to resolve the additional balloon first. Sometimes it might be worth it not to attack to ensure, the balloon stays alive for this permanent token to resolve. Determined Iteration has the exact effect as our commander, giving us the ETB and forcing a sacrifice in the end. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Protection & Blinking:"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"At first it seemes counter intuitive to run a blink-strategy in a deck that wants to build big creatures with +1/+1 counters, In reality, you will have 1-2 value cards, your commander and maybe 1-2 modular creatures on the board before your opponents start throwing removal at you - either at your commander, or the copy target. The flicker effects are incredibly versatile in use, offering spot removal protection, double down on ETBs for removal, card draw or just flickering the commander for an additional token copy. "},{"insert":{"card-link":"Lae'zel's Acrobatics"}},{"insert":" and "},{"insert":{"card-link":"Eerie Interlude"}},{"insert":" even let you dodge boardwipes completely, but leave you open for attacks for the rest of the turn. "},{"insert":{"card-link":"Haystack"}},{"insert":" remains the MVP here: It can be tutored with "},{"insert":{"card-link":"Goblin Engineer"}},{"insert":", protects your most valuable piece by phasing it (which means, if you build a large creature with +1/+1 counters, they stay!) and can even protect your entire board with "},{"insert":{"card-link":"Agrus Kos, Eternal Soldier"}},{"insert":". Just be careful with this, since you will be open until you begin your next turn and you don't get ETB-effects. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"4. Gameplan Breakdown"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Early Game (Turns 1-3): "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mulligan until you find a copy target with MV < 3. Idealy, you get at least 1 Arcbound creature to establish a blocker, and 1 or 2 draw engines. If you find only Arcbound creatures but have access to "},{"insert":{"card-link":"Thopter Shop"}},{"insert":" or "},{"insert":{"card-link":"Idol of Oblivion"}},{"insert":" , this is absolutely perfect. You should never play "},{"insert":{"card-link":"The Jolly Balloon Man"}},{"insert":" if you dont activate him, but the value quickly accumulates. Therefor, I would prioritize Copy-Targets over early game ramp to have your target and commander out as soon as possible. Its highly unlikely that a 2 mana copy target gets removed, and you can play a 2 mana-manarock the turn after and use that to activate your commander again. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Mid Game (Turns 4-6): "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If you didn't need early blockers, you should have either ramped or drawn enough cards that you can put down the bigger beaters with a token or effect doubler. Now we can play bigger creatures that actually make us look like the modular menace: "},{"insert":{"card-link":"Threefold Thunderhulk"}},{"insert":" is a big beater that will trigger multiple times and give us a wide board, "},{"insert":{"card-link":"Arcbound Slasher"}},{"insert":" becomes a 6/6 flyer for 1 mana each turn and if you deployed "},{"insert":{"card-link":"Arcbound Crusher"}},{"insert":" anywhere in turns 3-5, it should be big enough to threaten at least one player by now. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Late Game (Turns 7+): "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"At this point, there are two possibilites: either you have a big board full with counters or ETB values, or you have a graveyard full with the same stuff. You can start recurring those with "},{"insert":{"card-link":"Sun Titan"}},{"insert":" or "},{"insert":{"card-link":"Karmic Guide"}},{"insert":" which will give you 2-3 recursions each turn, or just drop everything onto the board with "},{"insert":{"card-link":"Wake the Past"}},{"insert":" and just run your opponents over from there. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"5. Key Combos & Sneaky Interactions"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Sundial of the Infinite:"},{"insert":" Similar to "},{"insert":{"card-link":"Renewed Solidarity"}},{"insert":" , activating Sundial during your turn will wipe the sacrifice trigger off the stack and let you keep your tokens. You could also do this to protect you from spot removal, but without the initial trigger already on the stack, you will lose your balloons. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Cybermen Squadron: "},{"insert":"If you bring this onto the board and get to attack with just one or two creatures, you should be able to just win from the raw value. Note that the myriad-copies get exiled. There are a few ways to sacrifice them to move the counters from any modular creatures though. If you have nothing else to search for or just need a way to close the game, tutoring this into the yard with "},{"insert":{"card-link":"Goblin Engineer"}},{"insert":" and reanimating it with "},{"insert":{"card-link":"Wake the Past"}},{"insert":" or "},{"insert":{"card-link":"Karmic Guide"}},{"insert":" is the safest way to find this finisher. If you really want to make this work, I suggest adding "},{"insert":{"card-link":"Feldon of the Third Path"}},{"insert":" and cutting "},{"insert":{"card-link":"Teshar, Ancestor's Apostle"}},{"insert":" . "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Liquimetal Torque Tricks:"},{"insert":" One of my favorite mana rocks in this game. You can either move your counters to non-artifact creatures, get the myriad trigger on your sun titan or remove the vandalblasts players most valueable nonland-permanent. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"6. Weaknesses & How to Overcome Them"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Graveyard Hate:"},{"insert":" Note that effects like "},{"attributes":{"italic":true},"insert":"Rest in Peace"},{"insert":" stop Modular triggers from happening since the creatures don't \"die.\" The same goes for any other exile-effects. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Board Wipes:"},{"insert":" If you can, try to keep your commander on the board. We run an overall low curve, but if the commander gets removed more than 2-3 times, you effectivly rely on your opponents to finish each other until you can rebuild if you havent ramped like crazy with your sad robot!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"7. Conclusion"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This was my very first deck to build on my own and started on a 35€ Budget. It has come a long way since then and with the recent upgrades I made to bring it back up to fighting shape, I decided to write this primer to streamline everything. Its incredibly fun to see modular creatures actually work and the recursion make this deck quite resilient. I left out any infinite combos by design as I don't particualy enjoy them, but if you want to move to bracket 3, "},{"insert":{"card-link":"Village Bell-Ringer"}},{"insert":" works well even if you dont go infinite with him. If you find "},{"insert":{"card-link":"Cybermen Squadron"}},{"insert":" to niche, you can replace it as a finisher with "},{"insert":{"card-link":"Sigarda's Summons"}},{"insert":" or "},{"insert":{"card-link":"Echoing Assault"}},{"insert":" .\n"}]}
Commander
The Jolly Balloon Man
Haste
, : Create a token that's a copy of another target creature you control, except it's a 1/1 red Balloon creature in addition to its other colors and types and it has flying and haste. Sacrifice it at the beginning of the next end step. Activate only as a sorcery.
, : Create a token that's a copy of another target creature you control, except it's a 1/1 red Balloon creature in addition to its other colors and types and it has flying and haste. Sacrifice it at the beginning of the next end step. Activate only as a sorcery.
Legendary Creature - Human Clown

Commander
(CTRL to add secondary)
Blink
Ephemerate
Exile target creature you control, then return it to the battlefield under its owner's control.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Instant

Lae'zel's Acrobatics
Exile all nontoken creatures you control, then roll a d20.
1—9 | Return those cards to the battlefield under their owner's control at the beginning of the next end step.
10—20 | Return those cards to the battlefield under their owner's control, then exile them again. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
1—9 | Return those cards to the battlefield under their owner's control at the beginning of the next end step.
10—20 | Return those cards to the battlefield under their owner's control, then exile them again. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
Instant

Blink
(CTRL to add secondary)
Copy
Agrus Kos, Eternal Soldier
Vigilance
Whenever Agrus Kos becomes the target of an ability that targets only it, you may pay . If you do, copy that ability for each other creature you control that ability could target. Each copy targets a different one of those creatures. ( can be paid with either or .)
Whenever Agrus Kos becomes the target of an ability that targets only it, you may pay . If you do, copy that ability for each other creature you control that ability could target. Each copy targets a different one of those creatures. ( can be paid with either or .)
Legendary Creature - Soldier Spirit

Ertha Jo, Frontier Mentor
When Ertha Jo enters, create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
Whenever you activate an ability that targets a creature or player, copy that ability. You may choose new targets for the copy.
Whenever you activate an ability that targets a creature or player, copy that ability. You may choose new targets for the copy.
Legendary Creature - Advisor Kor

Copy
(CTRL to add secondary)
Counters
Arcbound Shikari
First strike
When this creature enters, put a +1/+1 counter on each other artifact creature you control.
Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
When this creature enters, put a +1/+1 counter on each other artifact creature you control.
Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Creature Artifact - Soldier Cat

Giggling Skitterspike
Indestructible
Whenever this creature attacks, blocks, or becomes the target of a spell, it deals damage equal to its power to each opponent.
: Monstrosity 5. (If this creature isn't monstrous, put five +1/+1 counters on it and it becomes monstrous.)
Whenever this creature attacks, blocks, or becomes the target of a spell, it deals damage equal to its power to each opponent.
: Monstrosity 5. (If this creature isn't monstrous, put five +1/+1 counters on it and it becomes monstrous.)
Creature Artifact - Toy

Threefold Thunderhulk
This creature enters with three +1/+1 counters on it.
Whenever this creature enters or attacks, create a number of 1/1 colorless Gnome artifact creature tokens equal to its power.
, Sacrifice another artifact: Put a +1/+1 counter on this creature.
Whenever this creature enters or attacks, create a number of 1/1 colorless Gnome artifact creature tokens equal to its power.
, Sacrifice another artifact: Put a +1/+1 counter on this creature.
Creature Artifact - Gnome

Zabaz, the Glimmerwasp
Modular 1
If a modular triggered ability would put one or more +1/+1 counters on a creature you control, that many plus one +1/+1 counters are put on it instead.
: Destroy target artifact you control.
: Zabaz gains flying until end of turn.
If a modular triggered ability would put one or more +1/+1 counters on a creature you control, that many plus one +1/+1 counters are put on it instead.
: Destroy target artifact you control.
: Zabaz gains flying until end of turn.
Legendary Creature Artifact - Insect

Counters
(CTRL to add secondary)
Draw
Ao, the Dawn Sky
Flying, vigilance
When Ao dies, choose one —
• Look at the top seven cards of your library. Put any number of nonland permanent cards with total mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
• Put two +1/+1 counters on each permanent you control that's a creature or Vehicle.
When Ao dies, choose one —
• Look at the top seven cards of your library. Put any number of nonland permanent cards with total mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
• Put two +1/+1 counters on each permanent you control that's a creature or Vehicle.
Legendary Creature - Dragon Spirit

Draw
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Protection
Touch the Spirit Realm
When this enchantment enters, exile up to one target artifact or creature until this enchantment leaves the battlefield.
Channel — , Discard this card: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Channel — , Discard this card: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Enchantment

Protection
(CTRL to add secondary)
Ramp
Ramp
(CTRL to add secondary)
Recursion
Karmic Guide
Flying, protection from black
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Creature - Angel Spirit

Recursion
(CTRL to add secondary)
Removal
Aerial Extortionist
Flying
Whenever this creature enters or deals combat damage to a player, exile up to one target nonland permanent. For as long as that card remains exiled, its owner may cast it.
Whenever another player casts a spell from anywhere other than their hand, draw a card.
Whenever this creature enters or deals combat damage to a player, exile up to one target nonland permanent. For as long as that card remains exiled, its owner may cast it.
Whenever another player casts a spell from anywhere other than their hand, draw a card.
Creature - Soldier Bird

Duplicant
Imprint — When this creature enters, you may exile target nontoken creature.
As long as a card exiled with this creature is a creature card, this creature has the power, toughness, and creature types of the last creature card exiled with it. It's still a Shapeshifter.
As long as a card exiled with this creature is a creature card, this creature has the power, toughness, and creature types of the last creature card exiled with it. It's still a Shapeshifter.
Creature Artifact - Shapeshifter

Skyclave Apparition
When this creature enters, exile up to one target nonland, nontoken permanent you don't control with mana value 4 or less.
When this creature leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.
When this creature leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.
Creature - Spirit Kor

Removal
(CTRL to add secondary)
Tokens
Cybermen Squadron
Nonlegendary artifact creatures you control have myriad. (Whenever a creature with myriad attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Creature Artifact - Cyberman

Tokens
(CTRL to add secondary)
Tutor
Tutor
(CTRL to add secondary)
Old stuff
Echoing Assault
Creature tokens you control have menace.
Whenever you attack a player, choose target nontoken creature that's attacking that player. Create a token that's a copy of that creature, except it's 1/1. The token enters tapped and attacking that player. Sacrifice it at the beginning of the next end step.
Whenever you attack a player, choose target nontoken creature that's attacking that player. Create a token that's a copy of that creature, except it's 1/1. The token enters tapped and attacking that player. Sacrifice it at the beginning of the next end step.
Enchantment

Old stuff
(CTRL to add secondary)
Deck Info
Deck stats
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Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true},"insert":"Primer: The Jolly Balloon Man's Modular Menace"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"1. Introduction"},{"attributes":{"header":3},"insert":"\n"},{"insert":" "},{"attributes":{"bold":true},"insert":"Why Play This Deck?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You love scaling value engines and ETB effects."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You enjoy sneaky combat tricks and counter manipulation."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You want to turn tiny 1/1 balloons into massive, terrifying artifact threats."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You enjoy outramping the dumb green players every 10th game because no one ever removed your sad robot. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Power Level & Meta:"},{"insert":" You will feel comfortable in Bracket 2 - no infinite combos, and just (somewhat) honest combat will win you the game by turn 6 or 7. If you draw really lucky and your opponents underestimate your janky modular balloons, you might sneak a win here and there in bracket 3 aswell as we have quite versatile and recurrable removal aswell."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"2. The Core Engine "},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Modular Exploit:"},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Usually, decks helmed by the "},{"insert":{"card-link":"The Jolly Balloon Man"}},{"insert":" use ETB values for card draw or ramp as we do, but use the 1/1 balloons for burn. Our main gameplan is to find 2-4 modular creatures and make them stick on the board, because every balloon copy of the modular creature also enters with the additional +1/+1 counters. "},{"insert":{"card-link":"Arcbound Shikari"}},{"insert":" for example will net you a 3/3 flying first-strike balloon with haste, and as you have to sacrifice it in the endstep or when it dies in combat, we grow our orignal creature on the ground. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"ETB Value Town:"},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Since our commander can only copy creatures, most card draw and removal will remain creature-based. While the Card draw package usually only replaces itself and puts a blocker on the board, copying it once nets you one card (which can be repeated each turn, if necessary) and can lead to huge turns when you pull everything from the graveyard at once. For Protection, I chose flicker effects which seems counter (pun intended) intuitive to the +1/+1-Strategy, but the tokens would die anyways and the original creatures will re-enter with their respective counters and build back up fairly quickly. But the key part is that any value-ETB such as "},{"insert":{"card-link":"Solemn Simulacrum"}},{"insert":" or "},{"insert":{"card-link":"Duergar Hedge-Mage"}},{"insert":" will retrigger and allow additional value. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"3. Card Categories & Synergies"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Modular Package:"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Aside from just normal synergy with +1/+1 counters, the modular creatures work especially well with the duskmourn allstar "},{"insert":{"card-link":"Giggling Skitterspike"}},{"insert":" . This indestructable creature burns each opponent by its powervalue when it attacks (which we only do if we can kill everyone), blocks (which it usually will do) or is targetet by a spell (which we could trigger with a lot of our protection suite). Note that our commander can't trigger this on his copy effect, but if we stack our counters on it since modular says "},{"attributes":{"italic":true},"insert":"any"},{"insert":" Artifact Creature, we basically set a timer for our opponents. In addition we run a few sac-outlets such as "},{"insert":{"card-link":"Arcbound Ravager"}},{"insert":" "},{"insert":{"card-link":"Zabaz, the Glimmerwasp"}},{"insert":" or "},{"insert":{"card-link":"Goblin Engineer"}},{"insert":" which gives us the possibility of combat tricks, if we get through with one creature and others become blocked. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"ETB Engines:"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Pure ETB Engines are pretty much your standard budget package: "},{"insert":{"card-link":"Spirited Companion"}},{"insert":" , "},{"insert":{"card-link":"Wall of Omens"}},{"insert":" or "},{"insert":{"card-link":"Inspiring Overseer"}},{"insert":" draw a card on ETB and just replace itself. The value only starts once you copy it or recurr it from the graveyard (which we can do). "},{"insert":{"card-link":"Solemn Simulacrum"}},{"insert":" is especially nice to copy, since it ramps us on ETB and draws a card when we sacrifice the token copy on End-Step. Something similar but much more dirty happens with "},{"insert":{"card-link":"Ao, the Dawn Sky"}},{"insert":". Since the Token Copy will immediatly die to the legendary rule, we can use this effect over and over to either cheat more ETB-Value creatures on the board, or buff our modular engine to the max. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Copying & Doubling:"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The Deck runs a few ways to double down on the balloons. "},{"insert":{"card-link":"Ertha Jo, Frontier Mentor"}},{"insert":" will simply copy the activated ability, but won't do much without our commander. "},{"insert":{"card-link":"Panharmonicon"}},{"insert":" will double the ETB effects and will mostly net us card draw or ramp, since the modular effect doesn't count as ETB. "},{"insert":{"card-link":"Renewed Solidarity"}},{"insert":" technically doubles down on ETBs and Tokens, but only in our End Step. Put the Sacrifice-Trigger on the Stack first, then the additional token creation, to resolve the additional balloon first. Sometimes it might be worth it not to attack to ensure, the balloon stays alive for this permanent token to resolve. Determined Iteration has the exact effect as our commander, giving us the ETB and forcing a sacrifice in the end. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Protection & Blinking:"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"At first it seemes counter intuitive to run a blink-strategy in a deck that wants to build big creatures with +1/+1 counters, In reality, you will have 1-2 value cards, your commander and maybe 1-2 modular creatures on the board before your opponents start throwing removal at you - either at your commander, or the copy target. The flicker effects are incredibly versatile in use, offering spot removal protection, double down on ETBs for removal, card draw or just flickering the commander for an additional token copy. "},{"insert":{"card-link":"Lae'zel's Acrobatics"}},{"insert":" and "},{"insert":{"card-link":"Eerie Interlude"}},{"insert":" even let you dodge boardwipes completely, but leave you open for attacks for the rest of the turn. "},{"insert":{"card-link":"Haystack"}},{"insert":" remains the MVP here: It can be tutored with "},{"insert":{"card-link":"Goblin Engineer"}},{"insert":", protects your most valuable piece by phasing it (which means, if you build a large creature with +1/+1 counters, they stay!) and can even protect your entire board with "},{"insert":{"card-link":"Agrus Kos, Eternal Soldier"}},{"insert":". Just be careful with this, since you will be open until you begin your next turn and you don't get ETB-effects. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"4. Gameplan Breakdown"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Early Game (Turns 1-3): "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mulligan until you find a copy target with MV < 3. Idealy, you get at least 1 Arcbound creature to establish a blocker, and 1 or 2 draw engines. If you find only Arcbound creatures but have access to "},{"insert":{"card-link":"Thopter Shop"}},{"insert":" or "},{"insert":{"card-link":"Idol of Oblivion"}},{"insert":" , this is absolutely perfect. You should never play "},{"insert":{"card-link":"The Jolly Balloon Man"}},{"insert":" if you dont activate him, but the value quickly accumulates. Therefor, I would prioritize Copy-Targets over early game ramp to have your target and commander out as soon as possible. Its highly unlikely that a 2 mana copy target gets removed, and you can play a 2 mana-manarock the turn after and use that to activate your commander again. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Mid Game (Turns 4-6): "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If you didn't need early blockers, you should have either ramped or drawn enough cards that you can put down the bigger beaters with a token or effect doubler. Now we can play bigger creatures that actually make us look like the modular menace: "},{"insert":{"card-link":"Threefold Thunderhulk"}},{"insert":" is a big beater that will trigger multiple times and give us a wide board, "},{"insert":{"card-link":"Arcbound Slasher"}},{"insert":" becomes a 6/6 flyer for 1 mana each turn and if you deployed "},{"insert":{"card-link":"Arcbound Crusher"}},{"insert":" anywhere in turns 3-5, it should be big enough to threaten at least one player by now. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Late Game (Turns 7+): "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"At this point, there are two possibilites: either you have a big board full with counters or ETB values, or you have a graveyard full with the same stuff. You can start recurring those with "},{"insert":{"card-link":"Sun Titan"}},{"insert":" or "},{"insert":{"card-link":"Karmic Guide"}},{"insert":" which will give you 2-3 recursions each turn, or just drop everything onto the board with "},{"insert":{"card-link":"Wake the Past"}},{"insert":" and just run your opponents over from there. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"5. Key Combos & Sneaky Interactions"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Sundial of the Infinite:"},{"insert":" Similar to "},{"insert":{"card-link":"Renewed Solidarity"}},{"insert":" , activating Sundial during your turn will wipe the sacrifice trigger off the stack and let you keep your tokens. You could also do this to protect you from spot removal, but without the initial trigger already on the stack, you will lose your balloons. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Cybermen Squadron: "},{"insert":"If you bring this onto the board and get to attack with just one or two creatures, you should be able to just win from the raw value. Note that the myriad-copies get exiled. There are a few ways to sacrifice them to move the counters from any modular creatures though. If you have nothing else to search for or just need a way to close the game, tutoring this into the yard with "},{"insert":{"card-link":"Goblin Engineer"}},{"insert":" and reanimating it with "},{"insert":{"card-link":"Wake the Past"}},{"insert":" or "},{"insert":{"card-link":"Karmic Guide"}},{"insert":" is the safest way to find this finisher. If you really want to make this work, I suggest adding "},{"insert":{"card-link":"Feldon of the Third Path"}},{"insert":" and cutting "},{"insert":{"card-link":"Teshar, Ancestor's Apostle"}},{"insert":" . "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Liquimetal Torque Tricks:"},{"insert":" One of my favorite mana rocks in this game. You can either move your counters to non-artifact creatures, get the myriad trigger on your sun titan or remove the vandalblasts players most valueable nonland-permanent. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"6. Weaknesses & How to Overcome Them"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Graveyard Hate:"},{"insert":" Note that effects like "},{"attributes":{"italic":true},"insert":"Rest in Peace"},{"insert":" stop Modular triggers from happening since the creatures don't \"die.\" The same goes for any other exile-effects. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Board Wipes:"},{"insert":" If you can, try to keep your commander on the board. We run an overall low curve, but if the commander gets removed more than 2-3 times, you effectivly rely on your opponents to finish each other until you can rebuild if you havent ramped like crazy with your sad robot!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"7. Conclusion"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This was my very first deck to build on my own and started on a 35€ Budget. It has come a long way since then and with the recent upgrades I made to bring it back up to fighting shape, I decided to write this primer to streamline everything. Its incredibly fun to see modular creatures actually work and the recursion make this deck quite resilient. I left out any infinite combos by design as I don't particualy enjoy them, but if you want to move to bracket 3, "},{"insert":{"card-link":"Village Bell-Ringer"}},{"insert":" works well even if you dont go infinite with him. If you find "},{"insert":{"card-link":"Cybermen Squadron"}},{"insert":" to niche, you can replace it as a finisher with "},{"insert":{"card-link":"Sigarda's Summons"}},{"insert":" or "},{"insert":{"card-link":"Echoing Assault"}},{"insert":" .\n"}]}






















































































